diff --git a/Shaders/wake.vert b/Shaders/wake.vert new file mode 100644 index 000000000..ee1029506 --- /dev/null +++ b/Shaders/wake.vert @@ -0,0 +1,77 @@ +// This shader is mostly an adaptation of the shader found at +// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion +// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10 +// � Michael Horsch - 2005 + +#version 120 +#define fps2kts 0.5925 + +varying vec4 waterTex1; +varying vec4 waterTex2; +varying vec4 waterTex4; +varying vec4 ecPosition; +varying vec3 viewerdir; +varying vec3 lightdir; +varying vec3 normal; + +uniform float osg_SimulationTime; +uniform float WindE, WindN, spd, hdg; + +////fog "include"//////// +uniform int fogType; + +void fog_Func(int type); +///////////////////////// + + +/////// functions ///////// + +void relWind(out float rel_wind_speed_kts, float rel_wind_from_deg) +{ + //calculate the carrier speed north and east in kts + float speed_north_kts = cos(radians(hdg)) * spd ; + float speed_east_kts = sin(radians(hdg)) * spd ; + + //calculate the relative wind speed north and east in kts + float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts; + float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts; + + //combine relative speeds north and east to get relative windspeed in kts + rel_wind_speed_kts = sqrt((rel_wind_speed_from_east_kts * rel_wind_speed_from_east_kts) + (rel_wind_speed_from_north_kts * rel_wind_speed_from_north_kts)); + + //calculate the relative wind direction + rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts)); +} + +void main(void) +{ + + float relWindspd=0; + float relWinddir=0; + //compute relative wind speed and direction + relWind (relWindspd, relWinddir); + + vec3 N = normalize(gl_Normal); + normal = N; + + ecPosition = gl_ModelViewMatrix * gl_Vertex; + + viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex); + lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position)); + + waterTex4 = vec4( ecPosition.xzy, 0.0 ); + + vec4 t1 = vec4(osg_SimulationTime*0.005217, 0.0, 0.0, 0.0); + vec4 t2 = vec4(osg_SimulationTime*-0.0012, 0.0, 0.0, 0.0); + + float windFactor = -relWindspd * 0.1; +// float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; + + waterTex1 = gl_MultiTexCoord0 + t1 * windFactor; + waterTex2 = gl_MultiTexCoord0 + t2 * windFactor; + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_Position = ftransform(); + + fog_Func(fogType); +} \ No newline at end of file diff --git a/Shaders/water.frag b/Shaders/water.frag index 13bc5101c..6588e824e 100644 --- a/Shaders/water.frag +++ b/Shaders/water.frag @@ -14,6 +14,8 @@ uniform sampler2D water_reflection_grey; uniform sampler2D sea_foam; uniform sampler2D perlin_normalmap; +uniform sampler3D Noise; + uniform float saturation, Overcast, WindE, WindN; uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4; uniform float osg_SimulationTime; @@ -27,18 +29,28 @@ varying vec3 viewerdir; varying vec3 lightdir; varying vec3 normal; +uniform float WaveFreq ; +uniform float WaveAmp ; +uniform float WaveSharp ; + +////fog "include" ///// +uniform int fogType; + +vec3 fog_Func(vec3 color, int type); +////////////////////// + /////// functions ///////// void rotationmatrix(in float angle, out mat4 rotmat) -{ + { rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0, sin( angle ), cos( angle ), 0.0, 0.0, 0.0 , 0.0 , 1.0, 0.0, 0.0 , 0.0 , 0.0, 1.0 ); -} + } void main(void) -{ + { const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005); const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02); const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25); @@ -61,23 +73,25 @@ void main(void) float cover = 0.0; //bool Status = true; + float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt float windScale = 15.0/(3.0 + windEffect); //wave scale - float windEffect_low = 0.4 + 0.6 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter - float waveRoughness = 0.15 + smoothstep(0.0, 15.0, windEffect); //wave roughness filter + float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter + float waveRoughness = 0.05 + smoothstep(0.0, 20.0, windEffect); //wave roughness filter - //float noise_factor = 0.2 + 0.15 * smoothstep(0.0, 40.0, windEffect); + float mixFactor = 0.75 - 0.15 * smoothstep(0.0, 40.0, windEffect); + mixFactor = clamp(mixFactor, 0.3, 0.8); if (Status == 1){ cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); - } else { - // hack to allow for Overcast not to be set by Local Weather - if (Overcast == 0){ - cover = 5; } else { - cover = Overcast * 5; + // hack to allow for Overcast not to be set by Local Weather + if (Overcast == 0){ + cover = 5; + } else { + cover = Overcast * 5; + } } - } vec4 viewt = normalize(waterTex4); @@ -90,17 +104,27 @@ void main(void) fdist *= sca; //normalmaps - vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0; - vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0; + rotationmatrix(radians(3.0 * windScale + 0.6 * sin(waterTex1.s * 0.2)), RotationMatrix); + vec4 nmap = texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0; + vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca2) * windScale) * 2.0 - 1.0; - rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix); - nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0; - nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0; + rotationmatrix(radians(-2.0 * windScale -0.4 * sin(waterTex1.s * 0.32)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.5) * 2.0 - 1.0; + //nmap1 += texture2D(perlin_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0; + rotationmatrix(radians(1.5 * windScale + 0.3 * sin(waterTex1.s * 0.16)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 2.1) * 2.0 - 1.0; + rotationmatrix(radians(-0.5 * windScale - 0.45 * sin(waterTex1.s * 0.28)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 0.8) * 2.0 - 1.0; + + rotationmatrix(radians(-1.2 * windScale - 0.35 * sin(waterTex1.s * 0.28)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix* tscale) * windScale * 1.7) * 2.0 - 1.0; + nmap1 += texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * tscale) * windScale) * 2.0 - 1.0; nmap *= windEffect_low; nmap1 *= windEffect_low; // mix water and noise, modulated by factor - vec4 vNorm = normalize(mix(nmap, nmap1, 0.3) * waveRoughness); + vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness); + //vNorm.r += ddx; vNorm = -vNorm; //dds fix //load reflection @@ -112,33 +136,38 @@ void main(void) if(cover >= 1.5){ refTex = texture2D(water_reflection, vec2(tmp)); refl= normalize(refTex); - } else { - refTex = texture2D(water_reflection_grey, vec2(tmp)); - refl = normalize(refTex); - refl.r *= (0.75 + 0.15 * cover); - refl.g *= (0.80 + 0.15 * cover); - refl.b *= (0.875 + 0.125 * cover); - refl.a *= 1.0; - } + } else { + refTex = texture2D(water_reflection_grey, vec2(tmp)); + refl = normalize(refTex); + refl.r *= (0.75 + 0.15 * cover); + refl.g *= (0.80 + 0.15 * cover); + refl.b *= (0.875 + 0.125 * cover); + refl.a *= 1.0; + } - vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0); - vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0); + rotationmatrix(radians(2.1* windScale + 0.25 * sin(waterTex1.s *0.14)), RotationMatrix); + vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.15) * 2.0 - 1.0); + vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca) * windScale) * 2.0 - 1.0); - N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0); - N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0); + rotationmatrix(radians(-1.5 * windScale -0.32 * sin(waterTex1.s *0.24)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex2* RotationMatrix * tscale) * windScale * 1.8) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * tscale) * windScale) * 2.0 - 1.0); - rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix); - N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0); - N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0); + rotationmatrix(radians(3.8 * windScale + 0.45 * sin(waterTex1.s *0.32)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale * 0.85) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * (tscale + sca2)) * windScale) * 2.0 - 1.0); - rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix); - N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0); - N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0); + rotationmatrix(radians(-2.8 * windScale - 0.38 * sin(waterTex1.s * 0.26)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale * 2.1) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 /** RotationMatrix*/ + disdis * sca) * windScale) * 2.0 - 1.0); N0 *= windEffect_low; N1 *= windEffect_low; - vec3 N = normalize(mix(Normal + N0 , Normal + N1, 0.3) * waveRoughness); + vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness); + //N.r += ddx; + //N.g += ddy; + N = -N; //dds fix // specular @@ -154,13 +183,13 @@ void main(void) refl *= fres; //calculate the fog factor - float fogFactor; - float fogCoord = ecPosition.z; - const float LOG2 = 1.442695; - fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); - - if(gl_Fog.density == 1.0) - fogFactor=1.0; + float fogFactor; + float fogCoord = ecPosition.z; + const float LOG2 = 1.442695; + fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); + + if(gl_Fog.density == 1.0) + fogFactor=1.0; //calculate final colour vec4 ambient_light = gl_LightSource[0].diffuse; @@ -168,18 +197,25 @@ void main(void) if(cover >= 1.5){ finalColor = refl + specular; - } else { - finalColor = refl; - } - - float foamSlope = 0.1 + 0.1 * windScale; - if (windEffect >= 10.0) - if (N.g >= foamSlope){ - vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 30.0); - finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.25, N.g)); + } else { + finalColor = refl; } + float foamSlope = 0.10 + 0.1 * windScale; + //float waveSlope = mix(N0.g, N1.g, 0.25); + + vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0); + float waveSlope = N.g; + + if (windEffect >= 8.0) + if (waveSlope >= foamSlope){ + finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g)); + } + + finalColor *= ambient_light; gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); -} + //finalColor.rgb = fog_Func(finalColor.rgb, fogType); + //gl_FragColor = finalColor; + } diff --git a/Shaders/water.vert b/Shaders/water.vert index 4e8ae53f7..f268b7cc1 100644 --- a/Shaders/water.vert +++ b/Shaders/water.vert @@ -19,6 +19,12 @@ varying vec3 normal; uniform float osg_SimulationTime; uniform float WindE, WindN; +////fog "include"//////// +uniform int fogType; + +void fog_Func(int type); +///////////////////////// + /////// functions ///////// void rotationmatrix(in float angle, out mat4 rotmat) @@ -45,8 +51,14 @@ void main(void) vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0); vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0); - float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.01; - float Angle = atan(-WindN + 0.001, WindE + 0.001) - atan(1.0); + float Angle; + + float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05; + if (WindN == 0.0 && WindE == 0.0) { + Angle = 0.0; + }else{ + Angle = atan(-WindN, WindE) - atan(1.0); + } rotationmatrix(Angle, RotationMatrix); waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor; @@ -54,5 +66,6 @@ void main(void) rotationmatrix(Angle, RotationMatrix); waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor; + fog_Func(fogType); gl_Position = ftransform(); } \ No newline at end of file diff --git a/Shaders/water_sine.frag b/Shaders/water_sine.frag new file mode 100644 index 000000000..36beb0690 --- /dev/null +++ b/Shaders/water_sine.frag @@ -0,0 +1,370 @@ +// This shader is mostly an adaptation of the shader found at +// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion +// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10 +// � Michael Horsch - 2005 +// Major update and revisions - 2011-10-07 +// � Emilian Huminiuc and Vivian Meazza + +#version 120 + +uniform sampler2D water_normalmap; +uniform sampler2D water_reflection; +uniform sampler2D water_dudvmap; +uniform sampler2D water_reflection_grey; +uniform sampler2D sea_foam; +uniform sampler2D perlin_normalmap; + +uniform sampler3D Noise; + +uniform float saturation, Overcast, WindE, WindN; +uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4; +uniform float osg_SimulationTime; +uniform int Status; + +varying vec4 waterTex1; //moving texcoords +varying vec4 waterTex2; //moving texcoords +varying vec4 waterTex4; //viewts +varying vec4 ecPosition; +varying vec3 viewerdir; +varying vec3 lightdir; +varying vec3 normal; + +uniform float WaveFreq ; +uniform float WaveAmp ; +uniform float WaveSharp ; +uniform float WaveAngle ; +uniform float WaveFactor ; +uniform float WaveDAngle ; + +////fog "include" ///// +uniform int fogType; + +vec3 fog_Func(vec3 color, int type); +////////////////////// + +/////// functions ///////// + +void rotationmatrix(in float angle, out mat4 rotmat) + { + rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0, + sin( angle ), cos( angle ), 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0 ); + } + +// wave functions /////////////////////// + +struct Wave { + float freq; // 2*PI / wavelength + float amp; // amplitude + float phase; // speed * 2*PI / wavelength + vec2 dir; + }; + +Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25)); +Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25)); +Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3)); +Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1)); + +float evaluateWave(in Wave w, vec2 pos, float t) + { + return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase); + } + +// derivative of wave function +float evaluateWaveDeriv(Wave w, vec2 pos, float t) + { + return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase); + } + +// sharp wave functions +float evaluateWaveSharp(Wave w, vec2 pos, float t, float k) + { + return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k); + } + +float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k) + { + return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase); + } + +void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy) + { + mat4 RotationMatrix; + float deriv; + vec4 P = waterTex1 * 1024; + + rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix); + P *= RotationMatrix; + + P.y += evaluateWave(wave0, P.xz, osg_SimulationTime); + deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime ); + ddx = deriv * wave0.dir.x; + ddy = deriv * wave0.dir.y; + + P.y += evaluateWave(wave1, P.xz, osg_SimulationTime); + deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime); + ddx += deriv * wave1.dir.x; + ddy += deriv * wave1.dir.y; + + P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp); + deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp); + ddx += deriv * wave2.dir.x; + ddy += deriv * wave2.dir.y; + + P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp); + deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp); + ddx += deriv * wave3.dir.x; + ddy += deriv * wave3.dir.y; + } + +void main(void) + { + const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005); + const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02); + const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25); + + mat4 RotationMatrix; + + // compute direction to viewer + vec3 E = normalize(viewerdir); + + // compute direction to light source + vec3 L = normalize(lightdir); + + // half vector + vec3 H = normalize(L + E); + + vec3 Normal = normalize(normal); + + const float water_shininess = 240.0; + + // approximate cloud cover + float cover = 0.0; + //bool Status = true; + + float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt + float windScale = 15.0/(3.0 + windEffect); //wave scale + float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter + float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect); //wave roughness filter + + float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect); + //mixFactor = 0.2; + mixFactor = clamp(mixFactor, 0.3, 0.8); + + // sine waves + + //float WaveFreq =1.0; + //float WaveAmp = 1000.0; + //float WaveSharp = 10.0; + float angle = 0.0; + + wave0.freq = WaveFreq ; + wave0.amp = WaveAmp; + wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle -= 45; + wave1.freq = WaveFreq * 2.0 ; + wave1.amp = WaveAmp * 1.25; + wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle += 30; + wave2.freq = WaveFreq * 3.5; + wave2.amp = WaveAmp * 0.75; + wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle -= 50; + wave3.freq = WaveFreq * 3.0 ; + wave3.amp = WaveAmp * 0.75; + wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + // sum waves + + float ddx = 0.0, ddy = 0.0; + sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy); + + float ddx1 = 0.0, ddy1 = 0.0; + sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1); + + //reset the waves + angle = 0.0; + float waveamp = WaveAmp * 0.75; + + wave0.freq = WaveFreq ; + wave0.amp = waveamp; + wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle -= 20; + wave1.freq = WaveFreq * 2.0 ; + wave1.amp = waveamp * 1.25; + wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle += 35; + wave2.freq = WaveFreq * 3.5; + wave2.amp = waveamp * 0.75; + wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle -= 45; + wave3.freq = WaveFreq * 3.0 ; + wave3.amp = waveamp * 0.75; + wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + float ddx2 = 0.0, ddy2 = 0.0; + sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2); + + float ddx3 = 0.0, ddy3 = 0.0; + sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3); + + // end sine stuff + + if (Status == 1){ + cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); + } else { + // hack to allow for Overcast not to be set by Local Weather + if (Overcast == 0){ + cover = 5; + } else { + cover = Overcast * 5; + } + } + + vec4 viewt = normalize(waterTex4); + + vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0; + + //vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0; + //dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect)); + //vec4 fdist = normalize(dist); + //fdist = -fdist; //dds fix + //fdist *= sca; + + //normalmaps + vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0; + vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0; + + rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0; + nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0; + + nmap *= windEffect_low; + nmap1 *= windEffect_low; + + // mix water and noise, modulated by factor + vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness); + vNorm.r += ddx + ddx1 + ddx2 + ddx3; + vNorm = -vNorm; //dds fix + + //load reflection + vec4 tmp = vec4(lightdir, 0.0); + vec4 refTex = texture2D(water_reflection, vec2(tmp)) ; + vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp)) ; + vec4 refl ; + // cover = 0; + + if(cover >= 1.5){ + refl= normalize(refTex); + } + else + { + refl = normalize(refTexGrey); + refl.r *= (0.75 + 0.15 * cover); + refl.g *= (0.80 + 0.15 * cover); + refl.b *= (0.875 + 0.125 * cover); + refl.a *= 1.0; + } + + + vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0); + vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0); + + N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0); + + N0 *= windEffect_low; + N1 *= windEffect_low; + + N0.r += (ddx + ddx1 + ddx2 + ddx3); + N0.g += (ddy + ddy1 + ddy2 + ddy3); + + vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness); + + N = -N; //dds fix + + // specular + vec3 specular_color = vec3(gl_LightSource[0].diffuse) + * pow(max(0.0, dot(N, H)), water_shininess) * 6.0; + vec4 specular = vec4(specular_color, 0.5); + + specular = specular * saturation * 0.3 ; + + //calculate fresnel + vec4 invfres = vec4( dot(vNorm, viewt) ); + vec4 fres = vec4(1.0) + invfres; + refl *= fres; + + //calculate the fog factor + // float fogFactor; + // float fogCoord = ecPosition.z; + // const float LOG2 = 1.442695; + // fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); + // + // if(gl_Fog.density == 1.0) + // fogFactor=1.0; + + //calculate final colour + vec4 ambient_light = gl_LightSource[0].diffuse; + vec4 finalColor; + + if(cover >= 1.5){ + finalColor = refl + specular; + } else { + finalColor = refl; + } + + //add foam + + float foamSlope = 0.10 + 0.1 * windScale; + //float waveSlope = mix(N0.g, N1.g, 0.25); + + vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0); + float waveSlope = N.g; + + if (windEffect >= 8.0) + if (waveSlope >= foamSlope){ + finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g)); + } + + // float deltaN0 = 1.0 - N0.g; + //float deltaN1 = 1.0 - N1.g; + //if (windEffect >= 8.0){ + // if (N0.g >= foamSlope){ + // if (deltaN0 > 0.8){ + // finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N0.g)); + // } else { + // finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.15, 0.25, deltaN0)); + // } + // } + // if (N1.g >= foamSlope){ + // if (deltaN1 > 0.85){ + // finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.13, N1.g)); + // } else { + // finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.20, deltaN1)); + // } + // } + //} + + + finalColor *= ambient_light; + + //gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); + finalColor.rgb = fog_Func(finalColor.rgb, fogType); + gl_FragColor = finalColor; + }